Aye, that’s what I went with the in end, ( by making the meshs on Actor1 and Actor2 be thier own actor’s with just a mesh component on it, and storing the reference via a pointer).
then that method worked perfectly, (sadly it didnt work initially as it would only attach to the root component of each actor, and i needed the cross attachment i mentioned in the other comment)
Seems a bit overengineered, but as long as it works ammiright?
Thanks for both your help, i guess it was just the wrong way of doing things!
(If you want to convert your comment to an answer ill mark it as correct)
- Cheers!